/external/skia/src/core/ |
H A D | SkColorTable.cpp | 16 void SkColorTable::init(const SkPMColor colors[], int count) { argument 22 memcpy(fColors, colors, count * sizeof(SkPMColor)); 25 SkColorTable::SkColorTable(const SkPMColor colors[], int count) { argument 26 SkASSERT(0 == count || colors); 32 this->init(colors, count);
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/external/skia/src/lazy/ |
H A D | SkDiscardablePixelRef.cpp | 71 SkPMColor colors[256]; local 75 colors, &colorCount); 94 fCTable.reset(SkNEW_ARGS(SkColorTable, (colors, colorCount)));
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/external/skia/src/opts/ |
H A D | SkBitmapProcState_opts_arm.cpp | 24 uint16_t* SK_RESTRICT colors) SK_ATTRIBUTE_OPTIMIZE_O1; 28 int count, uint16_t* SK_RESTRICT colors) { 29 SkASSERT(count > 0 && colors != NULL); 47 sk_memset16(colors, dstValue, count); 95 "stmia %[colors]!, {r5, r6, r8, r10} \n\t" // store last 8 pixels 98 : [xx] "+r" (xx), [count8] "+r" (count8), [colors] "+r" (colors) 104 src = srcAddr[*xx++]; *colors++ = table[src]; 113 SkPMColor* SK_RESTRICT colors) SK_ATTRIBUTE_OPTIMIZE_O1; 117 int count, SkPMColor* SK_RESTRICT colors) { 26 SI8_D16_nofilter_DX_arm(const SkBitmapProcState& s, const uint32_t* SK_RESTRICT xy, int count, uint16_t* SK_RESTRICT colors) argument 115 SI8_opaque_D32_nofilter_DX_arm(const SkBitmapProcState& s, const uint32_t* SK_RESTRICT xy, int count, SkPMColor* SK_RESTRICT colors) argument [all...] |
H A D | SkPMFloat_neon.h | 48 inline void SkPMFloat::From4PMColors(const SkPMColor colors[4], argument 50 *a = FromPMColor(colors[0]); 51 *b = FromPMColor(colors[1]); 52 *c = FromPMColor(colors[2]); 53 *d = FromPMColor(colors[3]); 58 SkPMColor colors[4]) { 59 colors[0] = a.round(); 60 colors[1] = b.round(); 61 colors[2] = c.round(); 62 colors[ 56 RoundTo4PMColors( const SkPMFloat& a, const SkPMFloat& b, const SkPMFloat&c, const SkPMFloat& d, SkPMColor colors[4]) argument 65 RoundClampTo4PMColors( const SkPMFloat& a, const SkPMFloat& b, const SkPMFloat&c, const SkPMFloat& d, SkPMColor colors[4]) argument [all...] |
/external/skia/src/utils/ |
H A D | SkMeshUtils.cpp | 90 const SkColor colors[], const SkPaint& paint) { 99 rows * cols, verts, idx.tex(), colors, NULL, 88 Draw(SkCanvas* canvas, const SkBitmap& bitmap, int rows, int cols, const SkPoint verts[], const SkColor colors[], const SkPaint& paint) argument
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/external/fonttools/Lib/fontTools/pens/ |
H A D | reportLabPen.py | 45 from reportlab.lib import colors namespace 56 pen = ReportLabPen(gs, Path(fillColor=colors.red, strokeWidth=5))
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/external/fonttools/Tools/fontTools/pens/ |
H A D | reportLabPen.py | 45 from reportlab.lib import colors namespace 56 pen = ReportLabPen(gs, Path(fillColor=colors.red, strokeWidth=5))
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/external/skia/bench/ |
H A D | ColorCubeBench.cpp | 55 static const SkColor colors[] = { SK_ColorYELLOW, SK_ColorBLUE }; local 57 pts, colors, NULL, 2, SkShader::kRepeat_TileMode, 0, &SkMatrix::I());
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H A D | PMFloatBench.cpp | 44 SkPMColor colors[4]; variable 48 colors[i] = SkPreMultiplyColor(lcg_rand(&seed)); 51 // But it's a lot faster not to, and this code won't really mind the non-PM colors. 53 colors[0] = seed + 0; 54 colors[1] = seed + 1; 55 colors[2] = seed + 2; 56 colors[3] = seed + 3; 61 SkPMFloat::From4PMColors(colors, &fa, &fb, &fc, &fd); 63 fa = SkPMFloat::FromPMColor(colors[0]); 64 fb = SkPMFloat::FromPMColor(colors[ [all...] |
/external/skia/gm/ |
H A D | blurroundrect.cpp | 105 const SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, }; local 117 colors, pos, SK_ARRAY_COUNT(colors), tm,
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H A D | circles.cpp | 68 SkColor colors[] = { SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN }; local 72 colors, 74 SK_ARRAY_COUNT(colors),
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H A D | filltypespersp.cpp | 55 SkColor colors[] = {SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN}; local 59 colors, 61 SK_ARRAY_COUNT(colors), 83 SkColor colors[] = {SK_ColorBLACK, SK_ColorCYAN, variable 89 colors, 91 SK_ARRAY_COUNT(colors),
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H A D | glyph_pos_align.cpp | 37 const SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE }; variable 39 SkAutoTUnref<SkShader> grad(SkGradientShader::CreateLinear(pts, colors, NULL, 40 SK_ARRAY_COUNT(colors),
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H A D | gradtext.cpp | 15 SkColor colors[] = { SK_ColorRED, 0x0000FF00, SK_ColorBLUE }; local 17 return SkGradientShader::CreateLinear(pts, colors, NULL, 18 SK_ARRAY_COUNT(colors), 24 SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE }; local 26 return SkGradientShader::CreateLinear(pts, colors, NULL, 27 SK_ARRAY_COUNT(colors), 32 SkColor colors[] = { SK_ColorGREEN, SK_ColorGREEN }; local 34 return SkGradientShader::CreateLinear(pts, colors, NULL, 2,
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H A D | imagefiltersclipped.cpp | 50 SkColor colors[2]; local 51 colors[0] = SK_ColorWHITE; 52 colors[1] = SK_ColorBLACK; 54 SkGradientShader::CreateRadial(SkPoint::Make(x, y), radius, colors, NULL, 2,
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H A D | matrixconvolution.cpp | 38 SkColor colors[2] = { 0xFFFFFFFF, 0x40404040 }; local 41 pts, colors, pos, 2, SkShader::kClamp_TileMode))->unref();
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H A D | ovals.cpp | 247 SkColor colors[] = { SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN }; variable 251 colors, 253 SK_ARRAY_COUNT(colors),
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H A D | patchgrid.cpp | 57 * This GM draws a grid of patches, it only uses colors so it could be considered a mesh gradient. 134 SkColor colors[4]; variable 135 colors[0] = cornerColors[i][j]; 136 colors[1] = cornerColors[i][j + 1]; 137 colors[3] = cornerColors[i + 1][j]; 138 colors[2] = cornerColors[i + 1][j + 1]; 140 grid.setPatch(j, i, points, colors, NULL);
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H A D | rects.cpp | 81 SkColor colors[] = { SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN }; local 85 colors, 87 SK_ARRAY_COUNT(colors),
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H A D | shaderbounds.cpp | 15 SkColor colors[2] = {SK_ColorRED, SK_ColorGREEN}; local 18 colors[0] = SK_ColorBLUE; 19 colors[1] = SK_ColorYELLOW; 21 return SkGradientShader::CreateLinear(pts, colors, NULL, 2,
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H A D | surface.cpp | 20 SkColor colors[] = { SkColorSetRGB(a, a, a), SkColorSetRGB(b, b, b) }; local 21 return SkGradientShader::CreateLinear(pts, colors, NULL, 2, SkShader::kClamp_TileMode);
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H A D | vertices.cpp | 14 const SkColor colors[] = { local 20 return SkGradientShader::CreateLinear(pts, colors, NULL, 21 SK_ARRAY_COUNT(colors),
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/external/skia/include/effects/ |
H A D | SkGradientShader.h | 21 /** By default gradients will interpolate their colors in unpremul space 23 * gradients will premultiply their colors first, and then interpolate 36 @param colors The array[count] of colors, to be distributed between the two points 38 each corresponding color in the colors array. If this is NULL, 39 the the colors are distributed evenly between the start and end point. 42 @param count Must be >=2. The number of colors (and pos if not NULL) entries. 46 const SkColor colors[], const SkScalar pos[], int count, 51 const SkColor colors[], const SkScalar pos[], int count, 53 return CreateLinear(pts, colors, po 50 CreateLinear(const SkPoint pts[2], const SkColor colors[], const SkScalar pos[], int count, SkShader::TileMode mode) argument 77 CreateRadial(const SkPoint& center, SkScalar radius, const SkColor colors[], const SkScalar pos[], int count, SkShader::TileMode mode) argument 95 CreateTwoPointConical(const SkPoint& start, SkScalar startRadius, const SkPoint& end, SkScalar endRadius, const SkColor colors[], const SkScalar pos[], int count, SkShader::TileMode mode) argument 122 CreateSweep(SkScalar cx, SkScalar cy, const SkColor colors[], const SkScalar pos[], int count) argument [all...] |
/external/skia/samplecode/ |
H A D | SampleDegenerateTwoPtRadials.cpp | 16 SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorMAGENTA }; local 30 SkShader* s = SkGradientShader::CreateTwoPointConical(c0, r0, c1, r1, colors,
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H A D | SampleEffects.cpp | 41 SkColor colors[] = { SK_ColorRED, COLOR, SK_ColorBLUE }; local 43 paint->setShader(SkGradientShader::CreateLinear(pts, colors, NULL, SK_ARRAY_COUNT(colors),
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